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Krinkle Cube: A Collaborative VR Game Using Natural Interaction.

, , and . CHI PLAY (Companion), page 189-196. ACM, (2016)

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Relative Effects of Real-world and Virtual-World Latency on an Augmented Reality Training Task: An AR Simulation Experiment., , , and . Frontiers ICT, (2016)Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality., , , and . VR, page 243-244. IEEE Computer Society, (2015)Krinkle Cube: A Collaborative VR Game Using Natural Interaction., , and . CHI PLAY (Companion), page 189-196. ACM, (2016)A Taxonomy for Designing Walking-based Locomotion Techniques for Virtual Reality., and . ISS Companion, page 115-121. ACM, (2016)Reduction of process variation effect on FPGAs using multiple configurations., , , and . VLSI-SoC, page 85-90. IEEE, (2010)Slice-n-Swipe: A free-hand gesture user interface for 3D point cloud annotation., , and . 3DUI, page 185-186. IEEE Computer Society, (2014)Bookshelf and Bird: Enabling real walking in large VR spaces., , , , , , and . 3DUI, page 116-119. IEEE Computer Society, (2017)Interval Player: Designing a virtual musical instrument using in-air gestures., , , and . 3DUI, page 203-204. IEEE Computer Society, (2015)Poster: Designing effective travel techniques with bare-hand interaction., , and . 3DUI, page 139-140. IEEE Computer Society, (2014)Design and evaluation of a visual acclimation aid for a semi-natural locomotion device., , , , , and . 3DUI, page 11-14. IEEE Computer Society, (2015)